ref_soft: Add GAME_EXPORT to exports

This commit is contained in:
mittorn 2019-04-08 05:09:02 +07:00
parent 5140bb8d7f
commit 4dae13d7bc
12 changed files with 107 additions and 107 deletions

View File

@ -116,7 +116,7 @@ R_BeamCull
Cull the beam by bbox
==============
*/
qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly )
qboolean GAME_EXPORT R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly )
{
vec3_t mins, maxs;
int i;
@ -162,7 +162,7 @@ CL_AddCustomBeam
Add the beam that encoded as custom entity
================
*/
void CL_AddCustomBeam( cl_entity_t *pEnvBeam )
void GAME_EXPORT CL_AddCustomBeam( cl_entity_t *pEnvBeam )
{
if( tr.draw_list->num_beam_entities >= MAX_VISIBLE_PACKET )
{
@ -1269,7 +1269,7 @@ CL_DrawBeams
draw beam loop
==============
*/
void CL_DrawBeams( int fTrans, BEAM *active_beams )
void GAME_EXPORT CL_DrawBeams( int fTrans, BEAM *active_beams )
{
BEAM *pBeam;
int i, flags;

View File

@ -27,17 +27,17 @@ cvar_t *r_norefresh;
cvar_t *vid_gamma;
cvar_t *vid_brightness;
viddef_t vid;
static void R_ClearScreen( void )
static void GAME_EXPORT R_ClearScreen( void )
{
}
static qboolean IsNormalPass( void )
static qboolean GAME_EXPORT IsNormalPass( void )
{
return RP_NORMALPASS();
}
static void R_IncrementSpeedsCounter( int type )
static void GAME_EXPORT R_IncrementSpeedsCounter( int type )
{
switch( type )
{
@ -49,7 +49,7 @@ static void R_IncrementSpeedsCounter( int type )
}
}
static const byte *R_GetTextureOriginalBuffer( unsigned int idx )
static const byte * GAME_EXPORT R_GetTextureOriginalBuffer( unsigned int idx )
{
/*gl_texture_t *glt = R_GetTexture( idx );
@ -59,7 +59,7 @@ static const byte *R_GetTextureOriginalBuffer( unsigned int idx )
return NULL;
}
static int R_GetBuiltinTexture( enum ref_shared_texture_e type )
static int GAME_EXPORT R_GetBuiltinTexture( enum ref_shared_texture_e type )
{
switch( type )
{
@ -74,7 +74,7 @@ static int R_GetBuiltinTexture( enum ref_shared_texture_e type )
return 0;
}
static void R_FreeSharedTexture( enum ref_shared_texture_e type )
static void GAME_EXPORT R_FreeSharedTexture( enum ref_shared_texture_e type )
{
int num = 0;
@ -104,7 +104,7 @@ CL_FillRGBA
=============
*/
static void CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
static void GAME_EXPORT CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
{
vid.rendermode = kRenderTransAdd;
_TriColor4ub(r,g,b,a);
@ -125,7 +125,7 @@ static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h
}
qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
qboolean GAME_EXPORT Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
{
qboolean loaded = true;
@ -161,7 +161,7 @@ qboolean Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
return loaded;
}
static int GL_RenderGetParm( int parm, int arg )
static int GAME_EXPORT GL_RenderGetParm( int parm, int arg )
{
image_t *glt;
@ -223,7 +223,7 @@ static int GL_RenderGetParm( int parm, int arg )
return 0;
}
static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale )
static void GAME_EXPORT R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale )
{
image_t *glt = R_GetTexture( texture );
@ -231,7 +231,7 @@ static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScal
if( yScale ) *yScale = glt->yscale;
}
static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density )
static void GAME_EXPORT R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density )
{
image_t *glt = R_GetTexture( texture );
@ -242,7 +242,7 @@ static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte
}
static void R_SetCurrentEntity( cl_entity_t *ent )
static void GAME_EXPORT R_SetCurrentEntity( cl_entity_t *ent )
{
RI.currententity = ent;
@ -253,22 +253,22 @@ static void R_SetCurrentEntity( cl_entity_t *ent )
}
}
static void R_SetCurrentModel( model_t *mod )
static void GAME_EXPORT R_SetCurrentModel( model_t *mod )
{
RI.currentmodel = mod;
}
static float R_GetFrameTime( void )
static float GAME_EXPORT R_GetFrameTime( void )
{
return tr.frametime;
}
static const char *GL_TextureName( unsigned int texnum )
static const char * GAME_EXPORT GL_TextureName( unsigned int texnum )
{
return "";//return R_GetTexture( texnum )->name;
}
const byte *GL_TextureData( unsigned int texnum )
const byte * GAME_EXPORT GL_TextureData( unsigned int texnum )
{
// rgbdata_t *pic = R_GetTexture( texnum )->original;
@ -316,72 +316,72 @@ void Mod_UnloadTextures( model_t *mod )
}
}
void R_ProcessEntData( qboolean allocate )
void GAME_EXPORT R_ProcessEntData( qboolean allocate )
{
}
// stubs
void GL_SetTexCoordArrayMode()
void GAME_EXPORT GL_SetTexCoordArrayMode()
{
}
void GL_OnContextCreated()
void GAME_EXPORT GL_OnContextCreated()
{
//R_InitBlit();
}
void GL_InitExtensions()
void GAME_EXPORT GL_InitExtensions()
{
}
void GL_ClearExtensions()
void GAME_EXPORT GL_ClearExtensions()
{
}
void GL_BackendStartFrame()
void GAME_EXPORT GL_BackendStartFrame()
{
}
void GL_BackendEndFrame()
void GAME_EXPORT GL_BackendEndFrame()
{
}
void GL_SetRenderMode(int mode)
void GAME_EXPORT GL_SetRenderMode(int mode)
{
vid.rendermode = mode;
/// TODO: table shading/blending???
/// maybe, setup block drawing function pointers here
}
void R_ShowTextures()
void GAME_EXPORT R_ShowTextures()
{
// textures undone too
}
void R_ShowTree()
void GAME_EXPORT R_ShowTree()
{
// do we really need this here???
}
void R_SetupSky(const char *skyboxname)
void GAME_EXPORT R_SetupSky(const char *skyboxname)
{
}
qboolean VID_ScreenShot(const char *filename, int shot_type)
qboolean GAME_EXPORT VID_ScreenShot(const char *filename, int shot_type)
{
}
qboolean VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot)
qboolean GAME_EXPORT VID_CubemapShot(const char *base, uint size, const float *vieworg, qboolean skyshot)
{
// cubemaps? in my softrender???
}
@ -391,67 +391,67 @@ void R_InitSkyClouds(mip_t *mt, texture_t *tx, qboolean custom_palette)
}
void GL_SubdivideSurface(msurface_t *fa)
void GAME_EXPORT GL_SubdivideSurface(msurface_t *fa)
{
}
void DrawSingleDecal(decal_t *pDecal, msurface_t *fa)
void GAME_EXPORT DrawSingleDecal(decal_t *pDecal, msurface_t *fa)
{
}
void GL_SelectTexture(int texture)
void GAME_EXPORT GL_SelectTexture(int texture)
{
}
void GL_LoadTexMatrixExt(const float *glmatrix)
void GAME_EXPORT GL_LoadTexMatrixExt(const float *glmatrix)
{
}
void GL_LoadIdentityTexMatrix()
void GAME_EXPORT GL_LoadIdentityTexMatrix()
{
}
void GL_CleanUpTextureUnits(int last)
void GAME_EXPORT GL_CleanUpTextureUnits(int last)
{
}
void GL_TexGen(unsigned int coord, unsigned int mode)
void GAME_EXPORT GL_TexGen(unsigned int coord, unsigned int mode)
{
}
void GL_TextureTarget(uint target)
void GAME_EXPORT GL_TextureTarget(uint target)
{
}
void GL_BuildLightmaps()
void GAME_EXPORT GL_BuildLightmaps()
{
CL_RunLightStyles();
}
void Mod_SetOrthoBounds(const float *mins, const float *maxs)
void GAME_EXPORT Mod_SetOrthoBounds(const float *mins, const float *maxs)
{
}
qboolean R_SpeedsMessage(char *out, size_t size)
qboolean GAME_EXPORT R_SpeedsMessage(char *out, size_t size)
{
return false;
}
byte *Mod_GetCurrentVis()
byte *GAME_EXPORT Mod_GetCurrentVis()
{
return NULL;
}
void GL_SetupAttributes( int safegl )
void GAME_EXPORT GL_SetupAttributes( int safegl )
{
gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG );

View File

@ -759,7 +759,7 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
}
// Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords
void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale )
void GAME_EXPORT R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale )
{
decalinfo_t decalInfo;
cl_entity_t *ent = NULL;
@ -852,7 +852,7 @@ void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos
// Build the vertex list for a decal on a surface and clip it to the surface.
// This is a template so it can work on world surfaces and dynamic displacement
// triangles the same way.
float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount )
float * GAME_EXPORT R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount )
{
glpoly_t *p = pDecal->polys;
int i, count;
@ -1168,7 +1168,7 @@ static int DecalDepthCompare( const void *a, const void *b )
// Input : *pList -
// Output : int
//-----------------------------------------------------------------------------
int R_CreateDecalList( decallist_t *pList )
int GAME_EXPORT R_CreateDecalList( decallist_t *pList )
{
int total = 0;
int i, depth;
@ -1226,7 +1226,7 @@ R_DecalRemoveAll
remove all decals with specified texture
===============
*/
void R_DecalRemoveAll( int textureIndex )
void GAME_EXPORT R_DecalRemoveAll( int textureIndex )
{
decal_t *pdecal;
int i;
@ -1254,7 +1254,7 @@ R_EntityRemoveDecals
remove all decals from specified entity
===============
*/
void R_EntityRemoveDecals( model_t *mod )
void GAME_EXPORT R_EntityRemoveDecals( model_t *mod )
{
msurface_t *psurf;
decal_t *p;
@ -1279,7 +1279,7 @@ remove all decals from anything
used for full decals restart
===============
*/
void R_ClearAllDecals( void )
void GAME_EXPORT R_ClearAllDecals( void )
{
decal_t *pdecal;
int i;

View File

@ -37,7 +37,7 @@ same as GetImageParms but used
for sprite models
=============
*/
void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
void GAME_EXPORT R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
{
mspriteframe_t *pFrame;
@ -49,7 +49,7 @@ void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int cu
if( numFrames ) *numFrames = pSprite->numframes;
}
int R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
int GAME_EXPORT R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
{
if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data )
return 0;
@ -188,7 +188,7 @@ void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1,
R_DrawStretchPic
=============
*/
void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
void GAME_EXPORT R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
{
image_t *pic = R_GetTexture(texnum);
// GL_Bind( XASH_TEXTURE0, texnum );
@ -285,7 +285,7 @@ This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void R_DrawTileClear( int texnum, int x, int y, int w, int h )
void GAME_EXPORT R_DrawTileClear( int texnum, int x, int y, int w, int h )
{
int tw, th, x2, i, j;
image_t *pic;
@ -331,7 +331,7 @@ void R_DrawTileClear( int texnum, int x, int y, int w, int h )
R_DrawStretchRaw
=============
*/
void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty )
void GAME_EXPORT R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty )
{
byte *raw = NULL;
image_t *tex;
@ -351,7 +351,7 @@ void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, c
R_UploadStretchRaw
=============
*/
void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data )
void GAME_EXPORT R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data )
{
byte *raw = NULL;
image_t *tex;
@ -368,7 +368,7 @@ void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height,
R_Set2DMode
===============
*/
void R_Set2DMode( qboolean enable )
void GAME_EXPORT R_Set2DMode( qboolean enable )
{
vid.color = COLOR_WHITE;
vid.is2d = enable;

View File

@ -40,7 +40,7 @@ image_t *R_GetTexture( unsigned int texnum )
GL_Bind
=================
*/
void GL_Bind( int tmu, unsigned int texnum )
void GAME_EXPORT GL_Bind( int tmu, unsigned int texnum )
{
image_t *image;
@ -929,7 +929,7 @@ GL_UpdateTexSize
recalc image room
================
*/
void GL_UpdateTexSize( int texnum, int width, int height, int depth )
void GAME_EXPORT GL_UpdateTexSize( int texnum, int width, int height, int depth )
{
int i, j, texsize;
int numSides;
@ -960,7 +960,7 @@ void GL_UpdateTexSize( int texnum, int width, int height, int depth )
GL_LoadTexture
================
*/
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
int GAME_EXPORT GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
{
image_t *tex;
rgbdata_t *pic;
@ -1008,7 +1008,7 @@ int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
GL_LoadTextureArray
================
*/
int GL_LoadTextureArray( const char **names, int flags )
int GAME_EXPORT GL_LoadTextureArray( const char **names, int flags )
{
return 0;
}
@ -1018,7 +1018,7 @@ int GL_LoadTextureArray( const char **names, int flags )
GL_LoadTextureFromBuffer
================
*/
int GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update )
int GAME_EXPORT GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update )
{
image_t *tex;
@ -1062,7 +1062,7 @@ GL_CreateTexture
creates texture from buffer
================
*/
int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags )
int GAME_EXPORT GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags )
{
int datasize = 1;
rgbdata_t r_empty;
@ -1104,7 +1104,7 @@ GL_CreateTextureArray
creates texture array from buffer
================
*/
int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags )
int GAME_EXPORT GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags )
{
return 0;
}
@ -1114,7 +1114,7 @@ int GL_CreateTextureArray( const char *name, int width, int height, int depth, c
GL_FindTexture
================
*/
int GL_FindTexture( const char *name )
int GAME_EXPORT GL_FindTexture( const char *name )
{
image_t *tex;
@ -1133,7 +1133,7 @@ int GL_FindTexture( const char *name )
GL_FreeTexture
================
*/
void GL_FreeTexture( unsigned int texnum )
void GAME_EXPORT GL_FreeTexture( unsigned int texnum )
{
// number 0 it's already freed
if( texnum <= 0 )
@ -1147,7 +1147,7 @@ void GL_FreeTexture( unsigned int texnum )
GL_ProcessTexture
================
*/
void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
void GAME_EXPORT GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
{
image_t *image;
rgbdata_t *pic;

View File

@ -35,7 +35,7 @@ CL_RunLightStyles
==================
*/
void CL_RunLightStyles( void )
void GAME_EXPORT CL_RunLightStyles( void )
{
int i, k, flight, clight;
float l, lerpfrac, backlerp;
@ -468,7 +468,7 @@ R_LightVec
check bspmodels to get light from
=================
*/
colorVec R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec )
colorVec GAME_EXPORT R_LightVec( const vec3_t start, const vec3_t end, vec3_t lspot, vec3_t lvec )
{
colorVec light = R_LightVecInternal( start, end, lspot, lvec );
@ -491,7 +491,7 @@ R_LightPoint
light from floor
=================
*/
colorVec R_LightPoint( const vec3_t p0 )
colorVec GAME_EXPORT R_LightPoint( const vec3_t p0 )
{
vec3_t p1;

View File

@ -576,7 +576,7 @@ void R_DrawClouds( void );
void EmitWaterPolys( msurface_t *warp, qboolean reverse );
#endif
void R_InitSkyClouds( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette );
void GAME_EXPORT R_InitSkyClouds( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette );
//
// gl_vgui.c
//

View File

@ -160,7 +160,7 @@ int R_GetEntityRenderMode( cl_entity_t *ent )
}
#endif
void R_AllowFog( qboolean allowed )
void GAME_EXPORT R_AllowFog( qboolean allowed )
{
}
@ -289,7 +289,7 @@ R_ScreenToWorld
Convert a given point from screen into world space
===============
*/
void R_ScreenToWorld( const vec3_t screen, vec3_t point )
void GAME_EXPORT R_ScreenToWorld( const vec3_t screen, vec3_t point )
{
matrix4x4 screenToWorld;
float w;
@ -313,7 +313,7 @@ void R_ScreenToWorld( const vec3_t screen, vec3_t point )
R_PushScene
===============
*/
void R_PushScene( void )
void GAME_EXPORT R_PushScene( void )
{
if( ++tr.draw_stack_pos >= MAX_DRAW_STACK )
gEngfuncs.Host_Error( "draw stack overflow\n" );
@ -326,7 +326,7 @@ void R_PushScene( void )
R_PopScene
===============
*/
void R_PopScene( void )
void GAME_EXPORT R_PopScene( void )
{
if( --tr.draw_stack_pos < 0 )
gEngfuncs.Host_Error( "draw stack underflow\n" );
@ -338,7 +338,7 @@ void R_PopScene( void )
R_ClearScene
===============
*/
void R_ClearScene( void )
void GAME_EXPORT R_ClearScene( void )
{
tr.draw_list->num_solid_entities = 0;
tr.draw_list->num_trans_entities = 0;
@ -356,7 +356,7 @@ void R_ClearScene( void )
R_AddEntity
===============
*/
qboolean R_AddEntity( struct cl_entity_s *clent, int type )
qboolean GAME_EXPORT R_AddEntity( struct cl_entity_s *clent, int type )
{
if( !r_drawentities->value )
return false; // not allow to drawing
@ -1581,7 +1581,7 @@ R_RenderScene
R_SetupRefParams must be called right before
================
*/
void R_RenderScene( void )
void GAME_EXPORT R_RenderScene( void )
{
if( !WORLDMODEL && RI.drawWorld )
gEngfuncs.Host_Error( "R_RenderView: NULL worldmodel\n" );
@ -1662,7 +1662,7 @@ qboolean R_DoResetGamma( void )
R_BeginFrame
===============
*/
void R_BeginFrame( qboolean clearScene )
void GAME_EXPORT R_BeginFrame( qboolean clearScene )
{
if( R_DoResetGamma( ))
@ -1738,7 +1738,7 @@ void R_SetupRefParams( const ref_viewpass_t *rvp )
R_RenderFrame
===============
*/
int R_RenderFrame( const ref_viewpass_t *rvp )
int GAME_EXPORT R_RenderFrame( const ref_viewpass_t *rvp )
{
if( r_norefresh->value )
return 1;
@ -1779,7 +1779,7 @@ int R_RenderFrame( const ref_viewpass_t *rvp )
R_EndFrame
===============
*/
void R_EndFrame( void )
void GAME_EXPORT R_EndFrame( void )
{
// flush any remaining 2D bits
R_Set2DMode( false );
@ -1820,7 +1820,7 @@ void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size )
R_NewMap
===============
*/
void R_NewMap (void)
void GAME_EXPORT R_NewMap (void)
{
int i;
r_viewcluster = -1;
@ -1894,7 +1894,7 @@ void R_InitTurb (void)
qboolean R_Init()
qboolean GAME_EXPORT R_Init()
{
gl_emboss_scale = gEngfuncs.Cvar_Get( "gl_emboss_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "fake bumpmapping scale" );
vid_gamma = gEngfuncs.pfnGetCvarPointer( "gamma", 0 );
@ -1968,7 +1968,7 @@ qboolean R_Init()
return true;
}
void R_Shutdown()
void GAME_EXPORT R_Shutdown()
{
R_ShutdownImages();
gEngfuncs.R_Free_Video();

View File

@ -46,7 +46,7 @@ CL_DrawParticles
update particle color, position, free expired and draw it
================
*/
void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize )
void GAME_EXPORT CL_DrawParticles( double frametime, particle_t *cl_active_particles, float partsize )
{
particle_t *p;
vec3_t right, up;
@ -162,7 +162,7 @@ CL_DrawTracers
update tracer color, position, free expired and draw it
================
*/
void CL_DrawTracers( double frametime, particle_t *cl_active_tracers )
void GAME_EXPORT CL_DrawTracers( double frametime, particle_t *cl_active_tracers )
{
float scale, atten, gravity;
vec3_t screenLast, screen;
@ -288,7 +288,7 @@ CL_DrawParticlesExternal
allow to draw effects from custom renderer
===============
*/
void CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime )
void GAME_EXPORT CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime )
{
ref_instance_t oldRI = RI;

View File

@ -236,7 +236,7 @@ Loading a bitmap image as sprite with multiple frames
as pieces of input image
====================
*/
void Mod_LoadMapSprite( model_t *mod, const void *buffer, size_t size, qboolean *loaded )
void GAME_EXPORT Mod_LoadMapSprite( model_t *mod, const void *buffer, size_t size, qboolean *loaded )
{
byte *src, *dst;
rgbdata_t *pix, temp;

View File

@ -555,7 +555,7 @@ R_StudioLerpMovement
====================
*/
void R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles )
void GAME_EXPORT R_StudioLerpMovement( cl_entity_t *e, double time, vec3_t origin, vec3_t angles )
{
float f = 1.0f;
@ -621,7 +621,7 @@ StudioEstimateFrame
====================
*/
float R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc )
float GAME_EXPORT R_StudioEstimateFrame( cl_entity_t *e, mstudioseqdesc_t *pseqdesc )
{
double dfdt, f;
@ -1840,7 +1840,7 @@ R_StudioGetTexture
Doesn't changes studio global state at all
===============
*/
mstudiotexture_t *R_StudioGetTexture( cl_entity_t *e )
mstudiotexture_t * GAME_EXPORT R_StudioGetTexture( cl_entity_t *e )
{
mstudiotexture_t *ptexture;
studiohdr_t *phdr, *thdr;
@ -3609,7 +3609,7 @@ static void R_StudioLoadTexture( model_t *mod, studiohdr_t *phdr, mstudiotexture
Mod_StudioLoadTextures
=================
*/
void Mod_StudioLoadTextures( model_t *mod, void *data )
void GAME_EXPORT Mod_StudioLoadTextures( model_t *mod, void *data )
{
studiohdr_t *phdr = (studiohdr_t *)data;
mstudiotexture_t *ptexture;
@ -3745,7 +3745,7 @@ CL_InitStudioAPI
Initialize client studio
===============
*/
void CL_InitStudioAPI( void )
void GAME_EXPORT CL_InitStudioAPI( void )
{
pStudioDraw = &gStudioDraw;

View File

@ -43,7 +43,7 @@ TriRenderMode
set rendermode
=============
*/
void TriRenderMode( int mode )
void GAME_EXPORT TriRenderMode( int mode )
{
ds.renderMode = vid.rendermode = mode;
#if 0
@ -82,7 +82,7 @@ TriBegin
begin triangle sequence
=============
*/
void TriBegin( int mode1 )
void GAME_EXPORT TriBegin( int mode1 )
{
#if 0
switch( mode )
@ -129,7 +129,7 @@ TriEnd
draw triangle sequence
=============
*/
void TriEnd( void )
void GAME_EXPORT TriEnd( void )
{
//if( vertcount == 3 )
//pglEnd( );
@ -141,7 +141,7 @@ _TriColor4f
=============
*/
void _TriColor4f( float rr, float gg, float bb, float aa )
void GAME_EXPORT _TriColor4f( float rr, float gg, float bb, float aa )
{
//pglColor4f( r, g, b, a );
unsigned short r,g,b;
@ -207,7 +207,7 @@ TriColor4ub
=============
*/
void _TriColor4ub( byte r, byte g, byte b, byte a )
void GAME_EXPORT _TriColor4ub( byte r, byte g, byte b, byte a )
{
_TriColor4f( r * (1.0f / 255.0f),
g * (1.0f / 255.0f),
@ -240,7 +240,7 @@ TriTexCoord2f
=============
*/
void TriTexCoord2f( volatile float u, volatile float v )
void GAME_EXPORT TriTexCoord2f( volatile float u, volatile float v )
{
volatile double u1 = 0, v1 = 0;
u = fmodf(u, 10);
@ -270,7 +270,7 @@ TriVertex3fv
=============
*/
void TriVertex3fv( const float *v )
void GAME_EXPORT TriVertex3fv( const float *v )
{
//pglVertex3fv( v );
TriVertex3f( v[0], v[1], v[2] );
@ -282,7 +282,7 @@ TriVertex3f
=============
*/
void TriVertex3f( float x, float y, float z )
void GAME_EXPORT TriVertex3f( float x, float y, float z )
{
if( mode == TRI_TRIANGLES )
{
@ -354,7 +354,7 @@ TriWorldToScreen
convert world coordinates (x,y,z) into screen (x, y)
=============
*/
int TriWorldToScreen( const float *world, float *screen )
int GAME_EXPORT TriWorldToScreen( const float *world, float *screen )
{
int retval;
@ -398,7 +398,7 @@ TriFog
enables global fog on the level
=============
*/
void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn )
void GAME_EXPORT TriFog( float flFogColor[3], float flStart, float flEnd, int bOn )
{
#if 0
// overrided by internal fog
@ -442,7 +442,7 @@ TriGetMatrix
very strange export
=============
*/
void TriGetMatrix( const int pname, float *matrix )
void GAME_EXPORT TriGetMatrix( const int pname, float *matrix )
{
//pglGetFloatv( pname, matrix );
}
@ -453,7 +453,7 @@ TriForParams
=============
*/
void TriFogParams( float flDensity, int iFogSkybox )
void GAME_EXPORT TriFogParams( float flDensity, int iFogSkybox )
{
//RI.fogDensity = flDensity;
//RI.fogSkybox = iFogSkybox;
@ -465,7 +465,7 @@ TriCullFace
=============
*/
void TriCullFace( TRICULLSTYLE mode )
void GAME_EXPORT TriCullFace( TRICULLSTYLE mode )
{
#if 0
int glMode;